Celestial Son (Hombrew army book)

I have just seen this folder and I want to share the army book that I made it using the community feedback. I'll pay attention to all of your suggestions to make a good army book.
The book is based on a monstrous infantry army, like an elite army. If you want to see your ogre army using a plates armour this is your army book! if you want to use your Warriors of the dark Gods like a monstrous infantry army, you really must test this book. If you love stormcast eternal miniatures, and you want to use them in 9th age, you are on the right way!

I hope my writing can be understood, I'm not use to write english and maybe I wrote Wrong phrases. I apologize if I wrote something wrong
This is the third army book version, and it is ready to use with the actually rule book 1.3.4.

I hope all of you can enjoy playing it and I'll be waiting all your reviews to improve it.

I've just had a quick glance over the entries. There are some nice ideas here!

The negative or too strong things are much more likely to be spotted than too weak things. Here are some thoughts / concerns I had:
- There is no wizard in the army? If that's the case, then Prayer of Light might be okay. Otherwise, it's far too strong... Maybe it is too powerful like this anyway.
- There are no point costs for Shofators and Selectors.
- Shofators are far too strong. Granting a stubborn aura is insane! These guys practically make the entire army stubborn... Even a hatred aura is too powerful if you ask me...
- Paladin Knights is too cheap. That's a T5, 1+ armour savemodel for 250 points...
- Aguile claw riders: I dare say vanguard on a monstrous cav. unit is too powerful.
- I find the naming of weapons rather confusing. There is a long bow with 24" range (so it shozuld be a bow) and a crossbow with 36" range. It's better to use different names to not confuse them with the rule book weapons.

I've just had a quick glance over the entries. There are some nice ideas here!

The negative or too strong things are much more likely to be spotted than too weak things. Here are some thoughts / concerns I had:
- There is no wizard in the army? If that's the case, then Prayer of Light might be okay. Otherwise, it's far too strong... Maybe it is too powerful like this anyway.
- There are no point costs for Shofators and Selectors.
- Shofators are far too strong. Granting a stubborn aura is insane! These guys practically make the entire army stubborn... Even a hatred aura is too powerful if you ask me...
- Paladin Knights is too cheap. That's a T5, 1+ armour savemodel for 250 points...
- Aguile claw riders: I dare say vanguard on a monstrous cav. unit is too powerful.
- I find the naming of weapons rather confusing. There is a long bow with 24" range (so it shozuld be a bow) and a crossbow with 36" range. It's better to use different names to not confuse them with the rule book weapons.

Hmm... I see... there is a lot of wrong points in the army, I forget to check some profiles and I have to rewrite it, but I can answer almost all your questions:

-There's no wizard in the army, prayer of light is the "magic protection", specially because the army can't generate any kind of energy dice in any magic phase. (eter baner is useless)

-Shofator: 210 pts (0-1 per army) Selector: 230 pts (0-2 per army)

-The thing is Shofator is one of a kind (my fault, I did't write it) and in the previous version, his rules has 6' of range, and he wasn't usefull enough, what do you think knowing this model is one of a kind? I could make his range lower.

-Paladin knight maybe is cheap yes... Just one thing, I make a mistake in mount protection, it is (+6), no (+5), so armour save is +2. How much do you think it should it cost?

-The problem with aguile claw riders is I was thinking about what kind of rule could be more representative for them and I thought vanguard could be a different rule for a monstrous cavalryunit... What about if I design a rule that give them a little tactic advantage but only inside his own deployment zone?

- The names maybe it was a translation problem... so Longbow should be bow and crossbow should be...? or is it right?

Thank you so much for your suggestions, I'll rewrite all mistakes as soon as I can, and I'll add your suggestions

I read through the book and here are my thoughts:
-The most pressing issue are the Sentinels - 9 of them can kill any dragon or other big mount with one salvo anywhere within the 36' range(assuming no cover is provided). I belive 525 points for such 9 models is waaaaay too low a price, especialy since these models are basicly ogres with 4+ save( tribesman cost 15 points less).
-Blessed by the Storm is I think way overpowered, I would understand I6, but not I10 - remember that even the best of elves have I9, and getting to hit before the best characters is too good for such a low price.
-Speaking about price - the Descendents are way underpriced when comparing them with tribesman - They cost 50 points more. they have a musician for free so it's actuallly 30 points more. For these measly 10 points a model they get +2 to their AS and BBTS, which I already think is OP as it is. Also, considering the combos they can make with their other units (hate bubble, reroll 1s to wound bubble) these 10 points are kind of not enough. Bear in mind thet this changes in bigger units, but I unfortunelly don't have the time to count how does it change.
-As for weaker units - The phoenix lack at least some kind of protection - a 5+ AS or a 6+ ward would be fine for the price as he has a rather low range for a weapon that deals not that much. he can be killed by one fireball or a salvo from 10 archers, so I think he ought to have at least some protection.
-I kind of like Prayers Light, but I think It should scale differently. I think it would be cool as something like - "for cast value of up to 7 dispel on a 3+, 7-13 dispel of a 4+ and for 13+ dispel on a 5+". Why I think something like this would be better? Right now in a normal game you would have about 2 Prayers Light units, so 2 dice. If the enemy rolls a 4 and a 3 he has 6 dice, so he can 2 dice 3 spells, and he should usually cast all 3 of them, and you will most likely only dispell 1. With the rule I proposed he would usually want to cast 2 spells using 3 dice to lower your chances of dispelling them.

I read through the book and here are my thoughts:
-The most pressing issue are the Sentinels - 9 of them can kill any dragon or other big mount with one salvo anywhere within the 36' range(assuming no cover is provided). I belive 525 points for such 9 models is waaaaay too low a price, especialy since these models are basicly ogres with 4+ save( tribesman cost 15 points less).
-Blessed by the Storm is I think way overpowered, I would understand I6, but not I10 - remember that even the best of elves have I9, and getting to hit before the best characters is too good for such a low price.
-Speaking about price - the Descendents are way underpriced when comparing them with tribesman - They cost 50 points more. they have a musician for free so it's actuallly 30 points more. For these measly 10 points a model they get +2 to their AS and BBTS, which I already think is OP as it is. Also, considering the combos they can make with their other units (hate bubble, reroll 1s to wound bubble) these 10 points are kind of not enough. Bear in mind thet this changes in bigger units, but I unfortunelly don't have the time to count how does it change.
-As for weaker units - The phoenix lack at least some kind of protection - a 5+ AS or a 6+ ward would be fine for the price as he has a rather low range for a weapon that deals not that much. he can be killed by one fireball or a salvo from 10 archers, so I think he ought to have at least some protection.
-I kind of like Prayers Light, but I think It should scale differently. I think it would be cool as something like - "for cast value of up to 7 dispel on a 3+, 7-13 dispel of a 4+ and for 13+ dispel on a 5+". Why I think something like this would be better? Right now in a normal game you would have about 2 Prayers Light units, so 2 dice. If the enemy rolls a 4 and a 3 he has 6 dice, so he can 2 dice 3 spells, and he should usually cast all 3 of them, and you will most likely only dispell 1. With the rule I proposed he would usually want to cast 2 spells using 3 dice to lower your chances of dispelling them.

Hmm really interesting point of view:

- the thing is the sentinels have move or fire special rule, and many monsters fly or have a hight move attribute, this is an important point, because no body is going to let them under no cover. Hmm but I admit that low price is right, but when I was estimating the points, if you us them, you maybe couldn't use more powerful units, and it would be 6 shots, 4 impacts, 2-3 wounds, and monsters usually have 3-4+ armour (remember those shots have no armour modifiers) so you'llhave 1-2 unsaved wounds... And there's only one unit with multiple wounds in the whole army, and it use the same army headland(the price could be higher but I needed to be cautious).

-Descendent was more expensive in the beginning, but when I tested it, they didn't pay off his points. In ogre khans army book, that units have 4 attacks (using iron fist), with impact hits and stomp (6 attacks, and usually impact hits have strenght five or more), and they play reducing enemy's initiative, so they usually attack first or in the same time (no against elf for example xD). And you have to impact against shield, so if you think it, you have to impact WS5 and Ws3 with 4+. Celestial Sons have no magic, so it would be usual the enemy reduce their WS.

-Phoenix: I think about fireborn, What you think about it? I think if phoenix has any kind of Ward Save could be overpower cause it has a flame thrower,it is unbreakble and it can move with almost no problems anywhere.

-Prayers light: I like so much this idea. Could I use it in the next version? by your leave of course.

as for the sentinels, I misread it as "no saves allowed" - sorry I was writing it while preparing to go to work.
I think the Phoenix doesn't benefit from unbreakable at all- he is a T3 2 W model, so even if he charged in the flank he would simply be killed by most enemies. On the other hand fireborn could be a little too much, as there are armies who usually only have fireball as their shooting. Maybe take unbreakable from him and give him 6+Ward and MR?
As for the rule, feel free to use it
Also, before you make any changes bear in mind that I am not a top player nor am I that knowledge about all the rules, I'm just a guy who loves this game and it's community :p

as for the sentinels, I misread it as "no saves allowed" - sorry I was writing it while preparing to go to work.
I think the Phoenix doesn't benefit from unbreakable at all- he is a T3 2 W model, so even if he charged in the flank he would simply be killed by most enemies. On the other hand fireborn could be a little too much, as there are armies who usually only have fireball as their shooting. Maybe take unbreakable from him and give him 6+Ward and MR?
As for the rule, feel free to use it
Also, before you make any changes bear in mind that I am not a top player nor am I that knowledge about all the rules, I'm just a guy who loves this game and it's community :p

jajaja,I'm not a great player neither, but I like too much this hobby and I only try to give people different rules. I thought a new army based on stormcast could cheer up new players and to live up the game with an other monstrous infantry army. I only made it because a lot of people was asking about stormcast in ninth age, and as long as I am here I'll try to do my best